/* Copyright (C) 2006,2007 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

/* ScriptData
SDName: Boss_Nefarian
SD%Complete: 100
SDComment: Some issues with class calls effecting more than one class
EndScriptData */

#include "../../sc_defines.h"
#include "../../../../../game/Player.h"

#define SAY_AGGRO               "Well done, my minions. The mortals' courage begins to wane! Now, let's see how they contend with the true Lord of Blackrock Spire!"
#define SAY_DEATH               "This cannot be! I am the Master here! You mortals are nothing to my kind! DO YOU HEAR? NOTHING!"
#define SAY_RAISE_SKELETONS     "Impossible! Rise my minions! Serve your master once more!"
#define SAY_SHADOWFLAME         "Burn, you wretches! Burn!"
#define SAY_SLAY                "Worthless $N! Your friends will join you soon enough!"
#define SAY_XHEALTH             "Enough! Now you vermin shall feel the force of my birthright, the fury of the earth itself."
#define SAY_GAMESBEGIN          "Let the games begin!"
#define SAY_START               "<unknown>"

#define SOUND_AGGRO             8288
#define SOUND_DEATH             8292
#define SOUND_RAISE_SKELETONS   8291
#define SOUND_SHADOWFLAME       8290
#define SOUND_SLAY              8293
#define SOUND_XHEALTH           8289
#define SOUND_GAMESBEGIN        8279
#define SOUND_START             8280

#define SPELL_SHADOWFLAME_INITIAL   22972
#define SPELL_SHADOWFLAME           22539
#define SPELL_BELLOWINGROAR         22686
#define SPELL_VEILOFSHADOW          7068
#define SPELL_CLEAVE                20691
#define SPELL_TAILLASH              23364
#define SPELL_BONECONTRUST          23363       //23362, 23361

#define SPELL_MAGE                  23410       //wild magic
#define SPELL_WARRIOR               23397       //beserk
#define SPELL_DRUID                 23398       // cat form
#define SPELL_PRIEST                23401       // corrupted healing
#define SPELL_PALADIN               23418       //syphon blessing
#define SPELL_SHAMAN                23425       //totems
#define SPELL_WARLOCK               23427       //infernals
#define SPELL_HUNTER                23436       //bow broke
#define SPELL_ROGUE                 23414       //Paralise

#define SAY_MAGE        "Mages too? You should be more careful when you play with magic..."
#define SAY_WARRIOR     "Warriors, I know you can hit harder than that! Let's see it!"
#define SAY_DRUID       "Druids and your silly shapeshifting. Let's see it in action!"
#define SAY_PRIEST      "Priests! If you're going to keep healing like that, we might as well make it a little more interesting!"
#define SAY_PALADIN     "Paladins, I've heard you have many lives. Show me."
#define SAY_SHAMAN      "Shamans, show me what your totems can do!"
#define SAY_WARLOCK     "Warlocks, you shouldn't be playing with magic you don't understand. See what happens?"
#define SAY_HUNTER      "Hunters and your annoying pea-shooters!"
#define SAY_ROGUE       "Rogues? Stop hiding and face me!"


struct MANGOS_DLL_DECL boss_nefarianAI : public ScriptedAI
{
    boss_nefarianAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}

    uint32 ShadowFlame_Timer;
    uint32 BellowingRoar_Timer;
    uint32 VeilOfShadow_Timer;
    uint32 Cleave_Timer;
    uint32 TailLash_Timer;
    uint32 ClassCall_Timer;
    bool Phase3;
    bool InCombat;

    void EnterEvadeMode()
    {
        ShadowFlame_Timer = 12000;       //These times are probably wrong
        BellowingRoar_Timer = 30000;
        VeilOfShadow_Timer = 15000;
        Cleave_Timer = 7000;
        TailLash_Timer = 10000;
        ClassCall_Timer = 35000;        //35-40 seconds
        Phase3 = false;
        InCombat = false;

        m_creature->RemoveAllAuras();
        m_creature->DeleteThreatList();
        m_creature->CombatStop();
        DoGoHome();
    }

    void KilledUnit(Unit* Victim)
    {
        if (rand()%5)
            return;

        DoYell(SAY_SLAY,LANG_UNIVERSAL,Victim);
        DoPlaySoundToSet(m_creature, SOUND_SLAY);
    }

    void JustDied(Unit* Killer)
    {
        DoYell(SAY_DEATH,LANG_UNIVERSAL,NULL);
        DoPlaySoundToSet(m_creature, SOUND_DEATH);
    }

    void AttackStart(Unit *who)
    {
        if (!who)
            return;

        if (who->isTargetableForAttack() && who!= m_creature)
        {
            //Begin melee attack if we are within range
            DoStartMeleeAttack(who);

            if (!InCombat)
            {
                InCombat = true;
                switch (rand()%3)
                {
                case 0:
                    DoYell(SAY_XHEALTH,LANG_UNIVERSAL,NULL);
                    DoPlaySoundToSet(m_creature,SOUND_XHEALTH);
                    break;

                case 1:
                    DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL);
                    DoPlaySoundToSet(m_creature,SOUND_AGGRO);
                    break;

                case 2:
                    DoYell(SAY_SHADOWFLAME,LANG_UNIVERSAL,NULL);
                    DoPlaySoundToSet(m_creature,SOUND_SHADOWFLAME);
                    break;
                }

                DoCast(who,SPELL_SHADOWFLAME_INITIAL);
            }
        }
    }

    void MoveInLineOfSight(Unit *who)
    {
        if (!who || m_creature->getVictim())
            return;

        if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
        {
            float attackRadius = m_creature->GetAttackDistance(who);
            if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who))
            {
                if(who->HasStealthAura())
                    who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

                //Begin melee attack if we are within range
                DoStartMeleeAttack(who);

                if (!InCombat)
                {
                    InCombat = true;
                    switch (rand()%3)
                    {
                    case 0:
                        DoYell(SAY_XHEALTH,LANG_UNIVERSAL,NULL);
                        DoPlaySoundToSet(m_creature,SOUND_XHEALTH);
                        break;

                    case 1:
                        DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL);
                        DoPlaySoundToSet(m_creature,SOUND_AGGRO);
                        break;

                    case 2:
                        DoYell(SAY_SHADOWFLAME,LANG_UNIVERSAL,NULL);
                        DoPlaySoundToSet(m_creature,SOUND_SHADOWFLAME);
                        break;
                    }

                    DoCast(who,SPELL_SHADOWFLAME_INITIAL);
                }
            }
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //Return since we have no target
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
            return;

        //ShadowFlame_Timer
        if (ShadowFlame_Timer < diff)
        {
            //Cast
            DoCast(m_creature->getVictim(),SPELL_SHADOWFLAME);

            //12 seconds till recast
            ShadowFlame_Timer = 12000;
        }else ShadowFlame_Timer -= diff;

        //BellowingRoar_Timer
        if (BellowingRoar_Timer < diff)
        {
            //Cast
            DoCast(m_creature->getVictim(),SPELL_BELLOWINGROAR);

            //30 seconds till recast
            BellowingRoar_Timer = 30000;
        }else BellowingRoar_Timer -= diff;

        //VeilOfShadow_Timer
        if (VeilOfShadow_Timer < diff)
        {
            //Cast
            DoCast(m_creature->getVictim(),SPELL_VEILOFSHADOW);

            //15 seconds till recast
            VeilOfShadow_Timer = 15000;
        }else VeilOfShadow_Timer -= diff;

        //Cleave_Timer
        if (Cleave_Timer < diff)
        {
            //Cast
            DoCast(m_creature->getVictim(),SPELL_CLEAVE);

            //5 seconds till recast
            Cleave_Timer = 7000;
        }else Cleave_Timer -= diff;

        //TailLash_Timer
        if (TailLash_Timer < diff)
        {
            //Cast NYI since we need a better check for behind target
            //DoCast(m_creature->getVictim(),SPELL_TAILLASH);

            //10 seconds till recast
            TailLash_Timer = 10000;
        }else TailLash_Timer -= diff;

        //ClassCall_Timer
        if (ClassCall_Timer < diff)
        {
            //Cast a random class call
            //On official it is based on what classes are currently on the hostil list
            //but we can't do that yet so just randomly call one

            switch (rand()%9)
            {
            case 0:
                DoYell(SAY_MAGE,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_MAGE);
                break;

            case 1:
                DoYell(SAY_WARRIOR,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_WARRIOR);
                break;

            case 2:
                DoYell(SAY_DRUID,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_DRUID);
                break;

            case 3:
                DoYell(SAY_PRIEST,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_PRIEST);
                break;

            case 4:
                DoYell(SAY_PALADIN,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_PALADIN);
                break;

            case 5:
                DoYell(SAY_SHAMAN,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_SHAMAN);
                break;

            case 6:
                DoYell(SAY_WARLOCK,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_WARLOCK);
                break;

            case 7:
                DoYell(SAY_HUNTER,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_HUNTER);
                break;

            case 8:
                DoYell(SAY_ROGUE,LANG_UNIVERSAL,NULL);
                DoCast(m_creature,SPELL_ROGUE);
                break;
            }

            //35-40 seconds till recast
            ClassCall_Timer = 35000 + (rand() % 5000);
        }else ClassCall_Timer -= diff;

        //Phase3 begins when we are below X health
        if (!Phase3 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 20)
        {
            Phase3 = true;
            DoYell(SAY_RAISE_SKELETONS,LANG_UNIVERSAL,NULL);
            DoPlaySoundToSet(m_creature,SOUND_RAISE_SKELETONS);
        }

        DoMeleeAttackIfReady();
    }

};
CreatureAI* GetAI_boss_nefarian(Creature *_Creature)
{
    return new boss_nefarianAI (_Creature);
}


void AddSC_boss_nefarian()
{
    Script *newscript;
    newscript = new Script;
    newscript->Name="boss_nefarian";
    newscript->GetAI = GetAI_boss_nefarian;
    m_scripts[nrscripts++] = newscript;
}
